/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
/* Modifications
   Copyright 2003-2004 Bytonic Software
   Copyright 2010 Google Inc.
*/
package com.googlecode.playnquake.core.game;

import java.util.Arrays;

import com.googlecode.playnquake.core.util.Lib;
import com.googlecode.playnquake.core.util.Math3D;


public class UserCommand implements Cloneable {
	public byte msec;
	public byte buttons;
	public short angles[]= new short[3];
	public short forwardmove, sidemove, upmove;
	public byte impulse; // remove?
	public byte lightlevel; // light level the player is standing on

	public void clear() {
		forwardmove= sidemove= upmove= msec= buttons= impulse= lightlevel= 0;
		angles[0] = angles[1] = angles[2] = 0;
	}

	public UserCommand() {
	};

	public UserCommand(UserCommand from) {
		msec= from.msec;
		buttons= from.buttons;
		angles[0]= from.angles[0];
		angles[1]= from.angles[1];
		angles[2]= from.angles[2];
		forwardmove= from.forwardmove;
		sidemove= from.sidemove;
		upmove= from.upmove;
		impulse= from.impulse;
		lightlevel= from.lightlevel;
	}

	public UserCommand set(UserCommand from) {
		msec= from.msec;
		buttons= from.buttons;
		angles[0]= from.angles[0];
		angles[1]= from.angles[1];
		angles[2]= from.angles[2];
		forwardmove= from.forwardmove;
		sidemove= from.sidemove;
		upmove= from.upmove;
		impulse= from.impulse;
		lightlevel= from.lightlevel;

		return this;
	}
}
